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game_l.js
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game_l.js
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//import HealthBar from 'phaser-percent-bar'
let game;
let gameOptions = {
gemSize: 100,
minConnected: 3, // how many same items does one need
boardOffset: {
x: 600,
y: 120
},
destroySpeed: 200,
inflRate: 1,
fallSpeed: 100,
localStorageName: "hungergame"
}
window.onload = function() {
let gameConfig = {
width: 1920,
height: 1090,
scene: playGame,
backgroundColor: 0x222222
}
game = new Phaser.Game(gameConfig);
window.focus()
resize();
window.addEventListener("resize", resize, false);
}
class playGame extends Phaser.Scene{
constructor(){
super("PlayGame");
}
preload(){
this.load.spritesheet("tiles", "assets/sprites/tiles2.png", {
frameWidth: gameOptions.gemSize,
frameHeight: gameOptions.gemSize
});
this.load.bitmapFont("font", "assets/fonts/font.png", "assets/fonts/font.fnt");
}
create(){
this.sameGame = new SameGame({
rows: 8,
columns: 7,
items: 4,
});
this.score = [0,0,0,0];
this.addScore = [0,0,0,0];
this.addScore = [0,0,0,0];
this.catScore = [0,0,0,0];
this.balance = this.sameGame.getBalance();
this.moneyOut = false;
this.categories = ['fruit','veg','dairy','protein'];
this.sameGame.generateBoard();
this.drawField();
this.canPick = true;
this.input.on("pointerdown", this.tileSelect, this)
//this.scoreText = this.add.bitmapText(20, 20, "font", "ccc", 40);
this.basket = this.add.bitmapText(20, 20, "font", "bought", 40);
this.scoreTextFruit = this.add.bitmapText(20, 70, "font", "ccc", 40);
this.scoreTextVeg = this.add.bitmapText(20, 120, "font", "ddd", 40);
this.scoreTextDairy = this.add.bitmapText(20, 170, "font", "eee", 40);
this.scoreTextProtein = this.add.bitmapText(20, 220, "font", "fff", 40);
this.balanceText = this.add.bitmapText(game.config.width - 700, 20, "font", "ggg", 60)
this.gameText = this.add.bitmapText(game.config.width / 2, game.config.height - 60, "font", "hunger game", 40)
this.gameText.setOrigin(0.5, 0.5);
this.updateScore();
this.updateBalance();
//this.savedData = localStorage.getItem(gameOptions.localStorageName) == null ? {
// score: 0
//} : JSON.parse(localStorage.getItem(gameOptions.localStorageName));
//let bestScoreText = this.add.bitmapText(game.config.width - 20, 20, "font", "Balance: " + this.savedData.score.toString(), 60);
//bestScoreText.setOrigin(1, 0);
}
updateScore(){
this.scoreTextFruit.text = this.categories[0] + ": " + this.score[0].toString();
this.scoreTextVeg.text = this.categories[1] + ": " + this.score[1].toString();
this.scoreTextDairy.text = this.categories[2] + ": " + this.score[2].toString();
this.scoreTextProtein.text = this.categories[3] + ": " + this.score[3].toString();
}
updateBalance(){
let newBalance = gameOptions.inflRate * (this.balance - (this.score.reduce((a, b) => a + b, 0)));
this.balanceText.text = "Balance: " + newBalance.toString();
if(newBalance<10){
this.balanceText.tint = 0xB22222;
}
if(newBalance<0){
this.balanceText.text = "Balance: 0";
}
if(this.catScore.reduce((a, b) => a + b, 0) > newBalance) {
this.moneyOut = true; //let this check if newbalance is smaller than the number of items clicked on
}
}
endOfTrial(){
if(this.moneyOut){
this.gameText.text = "You ran out of money...";
this.canPick = false;
}
// else{
// let bestScore = Math.max(this.score, this.savedData.score);
// localStorage.setItem(gameOptions.localStorageName,JSON.stringify({
// score: bestScore
// }));
// let timedEvent = this.time.addEvent({
// delay: 7000,
// callbackScope: this,
// callback: function(){
// this.scene.start("PlayGame");
// }
// });
// if(this.sameGame.nonEmptyItems() == 0){
// this.gameText.text = "Congratulations!!";
// }
// else{
// }
// }
}
// adds two arrays to each other to update the colour specific scores
arraySum(array1, array2) {
var squares = array1.map((a, i) => a + array2[i]);
return squares;
}
drawField(){
this.poolArray = [];
for(let i = 0; i < this.sameGame.getRows(); i ++){
for(let j = 0; j < this.sameGame.getColumns(); j ++){
let mon = this.moneyOut;
let gemX = gameOptions.boardOffset.x + gameOptions.gemSize * j + gameOptions.gemSize / 2;
let gemY = gameOptions.boardOffset.y + gameOptions.gemSize * i + gameOptions.gemSize / 2
let gem = this.add.sprite(gemX, gemY, "tiles", this.sameGame.getValueAt(i, j, mon));
this.sameGame.setCustomData(i, j, gem);
}
}
}
tileSelect(pointer){
if(this.canPick){
let row = Math.floor((pointer.y - gameOptions.boardOffset.y) / gameOptions.gemSize);
let col = Math.floor((pointer.x - gameOptions.boardOffset.x) / gameOptions.gemSize);
let mon = this.moneyOut
if(this.sameGame.validPick(row, col, mon)){
//let connectedItems = this.sameGame.countConnectedItems(row,col)
if(this.sameGame.countConnectedItems(row, col,mon) >= gameOptions.minConnected){
let catScore = this.sameGame.addColorScore(row,col,mon);
this.score = this.arraySum(catScore, this.score);
this.updateScore();
this.updateBalance();
this.endOfTrial();
this.canPick = false;
let gemsToRemove = this.sameGame.listConnectedItems(row, col, mon);
let destroyed = 0;
gemsToRemove.forEach(function(gem){
destroyed ++;
this.poolArray.push(this.sameGame.getCustomDataAt(gem.row, gem.column))
this.tweens.add({
targets: this.sameGame.getCustomDataAt(gem.row, gem.column),
alpha: 0,
duration: gameOptions.destroySpeed,
callbackScope: this,
onComplete: function(){
destroyed --;
if(destroyed == 0){
this.sameGame.removeConnectedItems(row, col, mon)
this.makeGemsFall();
}
}
});
}.bind(this))
}
}
}
}
makeGemsFall(){
let fallingGems = 0;
let movements = this.sameGame.arrangeBoard();
let replenishMovements = this.sameGame.replenishBoard();
movements.forEach(function(movement){
fallingGems ++;
this.tweens.add({
targets: this.sameGame.getCustomDataAt(movement.row, movement.column),
y: this.sameGame.getCustomDataAt(movement.row, movement.column).y + gameOptions.gemSize * movement.deltaRow,
duration: gameOptions.fallSpeed * movement.deltaRow,
callbackScope: this,
onComplete: function(){
fallingGems --;
if(fallingGems == 0){
this.canPick = true
}
}
})
}.bind(this))
replenishMovements.forEach(function(movement){
fallingGems ++;
let sprite = this.poolArray.pop();
let mon = this.moneyOut;
sprite.alpha = 1;
sprite.y = gameOptions.boardOffset.y + gameOptions.gemSize * (movement.row - movement.deltaRow + 1) - gameOptions.gemSize / 2;
sprite.x = gameOptions.boardOffset.x + gameOptions.gemSize * movement.column + gameOptions.gemSize / 2,
sprite.setFrame(this.sameGame.getValueAt(movement.row, movement.column, mon));
this.sameGame.setCustomData(movement.row, movement.column, sprite);
this.tweens.add({
targets: sprite,
y: gameOptions.boardOffset.y + gameOptions.gemSize * movement.row + gameOptions.gemSize / 2,
duration: gameOptions.fallSpeed * movement.deltaRow,
callbackScope: this,
onComplete: function(){
fallingGems --;
if(fallingGems == 0){
this.canPick = true
}
}
});
}.bind(this))
}
}
class SameGame{
// constructor, simply turns obj information into class properties
constructor(obj){
this.rows = obj.rows;
this.columns = obj.columns;
this.items = obj.items;
}
// generates the game board
generateBoard(){
this.gameArray = [];
for(let i = 0; i < this.rows; i ++){
this.gameArray[i] = [];
for(let j = 0; j < this.columns; j ++){
let randomValue = Math.floor(Math.random() * this.items);
this.gameArray[i][j] = {
value: randomValue,
isEmpty: false,
row: i,
column: j
}
}
}
}
getBalance(){
return 20;
}
// returns the number of board rows
getRows(){
return this.rows;
}
// returns the number of board columns
getColumns(){
return this.columns;
}
// returns true if the item at (row, column) is empty
isEmpty(row, column){
return this.gameArray[row][column].isEmpty;
}
// returns the value of the item at (row, column), or false if it's not a valid pick
getValueAt(row, column, moneyout){
if(!this.validPick(row, column, moneyout)){
return false;
}
return this.gameArray[row][column].value;
}
// returns the custom data of the item at (row, column)
getCustomDataAt(row, column){
return this.gameArray[row][column].customData;
}
// returns true if the item at (row, column) is a valid pick
validPick(row, column, moneyout){
if (moneyout){
return false;
}
else {
return row >= 0 && row < this.rows && column >= 0 && column < this.columns && this.gameArray[row] != undefined && this.gameArray[row][column] != undefined;
}
}
// sets a custom data on the item at (row, column)
setCustomData(row, column, customData){
this.gameArray[row][column].customData = customData;
}
// returns an object with all connected items starting at (row, column)
listConnectedItems(row, column, moneyout){
if(!this.validPick(row, column, moneyout) || this.gameArray[row][column].isEmpty){
return;
}
this.colorToLookFor = this.gameArray[row][column].value;
this.floodFillArray = [];
this.floodFillArray.length = 0;
this.floodFill(row, column, moneyout);
return this.floodFillArray;
}
addColorScore(row, column, moneyout){
if(!this.validPick(row, column, moneyout) || this.gameArray[row][column].isEmpty){
return;
}
this.colorToLookFor = this.gameArray[row][column].value;
this.addScore = [0,0,0,0];
this.addScore[this.colorToLookFor] = (Math.ceil(this.listConnectedItems(row, column,moneyout).length*(gameOptions.inflRate)));
return this.addScore;
}
// returns the number of connected items starting at (row, column)
countConnectedItems(row, column, moneyout){
return this.listConnectedItems(row, column, moneyout).length;
}
// removes all connected items starting at (row, column)
removeConnectedItems(row, column, moneyout){
let items = this.listConnectedItems(row, column, moneyout);
items.forEach(function(item){
this.gameArray[item.row][item.column].isEmpty = true;
}.bind(this))
}
// flood fill routine
// http://www.emanueleferonato.com/2008/06/06/flash-flood-fill-implementation/
floodFill(row, column, moneyout){
if(!this.validPick(row, column, moneyout) || this.gameArray[row][column].isEmpty){
return;
}
if(this.gameArray[row][column].value == this.colorToLookFor && !this.alreadyVisited(row, column)){
this.floodFillArray.push({
row: row,
column: column
});
this.floodFill(row + 1, column, moneyout);
this.floodFill(row - 1, column, moneyout);
this.floodFill(row, column + 1, moneyout);
this.floodFill(row, column - 1, moneyout);
}
}
// arranges the board, making items fall down. Returns an object with movement information
arrangeBoard(){
let result = []
for(let i = this.getRows() - 2; i >= 0; i --){
for(let j = 0; j < this.getColumns(); j ++){
let emptySpaces = this.emptySpacesBelow(i, j);
if(!this.isEmpty(i, j) && emptySpaces > 0){
this.swapItems(i, j, i + emptySpaces, j)
result.push({
row: i + emptySpaces,
column: j,
deltaRow: emptySpaces
});
}
}
}
return result;
}
// replenishes the board and returns an object with movement information
replenishBoard(){
let result = [];
for(let i = 0; i < this.getColumns(); i ++){
if(this.isEmpty(0, i)){
let emptySpaces = this.emptySpacesBelow(0, i) + 1;
for(let j = 0; j < emptySpaces; j ++){
let randomValue = Math.floor(Math.random() * this.items);
result.push({
row: j,
column: i,
deltaRow: emptySpaces
});
this.gameArray[j][i].value = randomValue;
this.gameArray[j][i].isEmpty = false;
}
}
}
return result;
}
// returns the amount of empty spaces below the item at (row, column)
emptySpacesBelow(row, column){
let result = 0;
if(row != this.getRows()){
for(let i = row + 1; i < this.getRows(); i ++){
if(this.isEmpty(i, column)){
result ++;
}
}
}
return result;
}
// swap the items at (row, column) and (row2, column2)
swapItems(row, column, row2, column2){
let tempObject = Object.assign(this.gameArray[row][column]);
this.gameArray[row][column] = Object.assign(this.gameArray[row2][column2]);
this.gameArray[row2][column2] = Object.assign(tempObject);
}
// returs true if in the board there is at least a move with a minimum minCombo items
stillPlayable(minCombo, moneyout){
for(let i = 0; i < this.getRows(); i ++){
for(let j = 0; j < this.getColumns(); j ++){
if(!this.isEmpty(i, j) && this.countConnectedItems(i, j, moneyout) >= minCombo){
return true;
}
}
}
return false;
}
// returns true if (row, column) is already in floodFillArray array
alreadyVisited(row, column){
let found = false;
this.floodFillArray.forEach(function(item){
if(item.row == row && item.column == column){
found = true;
}
});
return found;
}
}
function resize() {
var canvas = document.querySelector("canvas");
var windowWidth = window.innerWidth;
var windowHeight = window.innerHeight;
var windowRatio = windowWidth / windowHeight;
var gameRatio = game.config.width / game.config.height;
if(windowRatio < gameRatio){
canvas.style.width = windowWidth + "px";
canvas.style.height = (windowWidth / gameRatio) + "px";
}
else{
canvas.style.width = (windowHeight * gameRatio) + "px";
canvas.style.height = windowHeight + "px";
}
}